Example usage for org.lwjgl.opengl GL11 glDepthFunc

List of usage examples for org.lwjgl.opengl GL11 glDepthFunc

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glDepthFunc.

Prototype

public static void glDepthFunc(@NativeType("GLenum") int func) 

Source Link

Document

Specifies the comparison that takes place during the depth buffer test (when GL11C#GL_DEPTH_TEST DEPTH_TEST is enabled).

Usage

From source file:net.BiggerOnTheInside.Binder.Binder.java

License:Open Source License

/**
 * <p>Sets up OpenGL.</p>//from  www. j  a v  a  2s.  c  om
 */
public void initGL() {
    int width = displayMode.getWidth();
    int height = displayMode.getHeight();

    /* Enable 2D texturing. */
    GL11.glEnable(GL11.GL_TEXTURE_2D);

    /* Make all models smoothly textured. */
    GL11.glShadeModel(GL11.GL_SMOOTH);

    /* Set the background color to that signature blue. */
    GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f);

    /* Set the clear depth to all-the-way */
    GL11.glClearDepth(1.0);

    /* Enable the depth system. */
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    /* Set the function for depth to GL_LEQUAL. */
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    /* Enable face culling, basically don't render this face relative to the camera's position. */
    GL11.glEnable(GL11.GL_CULL_FACE);

    /* Set OpenGL to cull the back face of our spatials. */
    GL11.glCullFace(GL11.GL_BACK);

    /* Set the matrix mode to projection. */
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    /* Reset the OpenGL configuration, loading our above prefrences. */
    //GL11.glLoadIdentity();

    /* Set the perspective. */
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f);

    /* Set the matrix mode to be model view. */
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    /* Set the perspective correction hint to finest quality. */
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:net.kubin.world.characters.Player.java

License:Apache License

@Override
public void render() {

    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from w w w .ja v  a2 s.c om*/
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);

    if (_aimedBlockPosition.y() != -1) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glDisable(GL11.GL_TEXTURE_2D);

        _aimedBlockAABB.render(0.0f, 0.0f, 0.0f, 0.2f);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
    }

    if (_selectedItem != null) {
        GL11.glPushMatrix();
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_CULL_FACE);

        _body.transformToRightHand();

        /* Prepare the light buffer */
        Chunk c = Game.getInstance().getWorld().getChunkManager().getChunkContaining(
                MathHelper.floor(_position.x()), MathHelper.floor(_position.y()) + 1,
                MathHelper.floor(_position.z()), false, false, false);

        if (c != null) {
            c.getLightBuffer().setReferencePoint(MathHelper.floor(_position.x()),
                    MathHelper.floor(_position.y()) + 1, MathHelper.floor(_position.z()));

            /* Render the object, with the lightbuffer */
            _selectedItem.renderHoldableObject(c.getLightBuffer());
        }

        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glPopMatrix();
    }

    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:net.mechanicalcat.pycode.obj.Model.java

License:Open Source License

public void genList() {
    this.glList = GL11.glGenLists(1);
    GL11.glNewList(this.glList, GL11.GL_COMPILE);
    //        if use_texture: glEnable(GL_TEXTURE_2D)
    GL11.glFrontFace(GL11.GL_CCW);/*from  w  ww . jav  a2s . c  o  m*/
    GL11.glEnable(GL11.GL_CULL_FACE);

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glCullFace(GL11.GL_BACK);
    String currentMaterial = "";
    Material mtl;
    for (Face face : this.faces) {
        if (!face.material.equals(currentMaterial)) {
            currentMaterial = face.material;
            mtl = this.materials.get(face.material);
            if (mtl == null) {
                GL11.glColor3f(1, 1, 1);
            } else {
                //                    if 'texture_Kd' in mtl:
                //                    # use diffuse texmap
                //                    glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
                GL11.glColor3f(mtl.diffuse.x, mtl.diffuse.y, mtl.diffuse.z);
            }
        }

        GL11.glBegin(GL11.GL_POLYGON);
        for (int i = 0; i < face.vertexes.size(); i++) {
            if (face.normals.get(i) != 0) {
                Vector3f n = this.normals.get(face.normals.get(i));
                GL11.glNormal3f(n.x, n.y, n.z);
            }
            //                if texture_coords[i]:
            //                    glTexCoord2fv(self.texcoords[texture_coords[i] - 1])
            Vector3f v = this.vertices.get(face.vertexes.get(i));
            GL11.glVertex3f(v.x, v.y, v.z);
        }
        GL11.glEnd();
    }

    GL11.glCullFace(GL11.GL_BACK);
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);

    GL11.glDisable(GL11.GL_CULL_FACE);

    //      if use_texture: glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEndList();
}

From source file:net.phatcode.rel.multimedia.Renderer.java

License:Open Source License

Renderer(int screenWidth, int screenHeight) {
    try {//  www. j  a  v  a2 s . c om
        Display.setDisplayMode(new DisplayMode(screenWidth, screenHeight));
        Display.create();
        Display.setTitle("AnyaBasic 0.4.0 beta");
    } catch (LWJGLException e) {
        e.printStackTrace();
    }

    this.screenWidth = screenWidth;
    this.screenHeight = screenHeight;

    GL11.glViewport(0, 0, screenWidth, screenHeight);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GL11.glOrtho(0, screenWidth, screenHeight, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glLoadIdentity();

    GL11.glShadeModel(GL11.GL_SMOOTH); //set shading to smooth(try GL_FLAT)
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //set Clear color to BLACK
    GL11.glClearDepth(1.0f); //Set Depth buffer to 1(z-Buffer)
    GL11.glDisable(GL11.GL_DEPTH_TEST); //Disable Depth Testing so that our z-buffer works

    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);

    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.375f, 0.375f, 0); // magic trick

}

From source file:net.skourti.superhornet.graphics.Model.java

public void render(Camera camera) {
    shader.bind();//from ww w  .  j a v a  2s. c o m
    if (drawMode == SKYBOX) {
        GL11.glDepthFunc(0);
        traslationMatrix = new Mat4(1.0f);
        traslationMatrix = traslationMatrix.translate(camera.position);
        shader.setUniformMat4f("pr_matrix", camera.combinedMatrix.multiply(getModel()));

    } else {
        shader.setUniformMat4f("pr_matrix", camera.combinedMatrix.multiply(getModel()));
    }
    for (int i = 0; i < meshes.size(); i++) {
        meshes.get(i).render(shader, camera, getModel());
    }
    if (drawMode == SKYBOX) {
        GL11.glDepthFunc(1);
    }
    shader.unbind();
}

From source file:net.slimevoid.tmf.client.renderers.ItemRendererToolBelt.java

License:Open Source License

private void renderItem(EntityLivingBase entityliving, ItemStack itemstack, int index,
        TextureManager texturemanager) {
    GL11.glPushMatrix();//from   w w  w  . java2s.  c om
    IIcon icon = entityliving.getItemIcon(itemstack, index);

    if (icon == null) {
        GL11.glPopMatrix();
        return;
    }

    texturemanager.bindTexture(texturemanager.getResourceLocation(itemstack.getItemSpriteNumber()));
    Tessellator tessellator = Tessellator.instance;
    float f = icon.getMinU();
    float f1 = icon.getMaxU();
    float f2 = icon.getMinV();
    float f3 = icon.getMaxV();
    float f4 = 0.0F;
    float f5 = 0.3F;
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    /*
     * GL11.glTranslatef( -f4, -f5, 0.0F); float f6 = 1.5F; GL11.glScalef(
     * f6, f6, f6); GL11.glRotatef( 50.0F, 0.0F, 1.0F, 0.0F);
     * GL11.glRotatef( 335.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(
     * -0.9375F, -0.0625F, 0.0F);
     */
    ItemRenderer.renderItemIn2D(tessellator, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 0.0625F);

    if (itemstack.hasEffect(index)) {
        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);
        texturemanager.bindTexture(RES_ITEM_GLINT);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        float f7 = 0.76F;
        GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        float f8 = 0.125F;
        GL11.glScalef(f8, f8, f8);
        float f9 = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;
        GL11.glTranslatef(f9, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(f8, f8, f8);
        f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;
        GL11.glTranslatef(-f9, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
    GL11.glPopMatrix();
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setDepthFuncAlways() {
    GL11.glDepthFunc(DepthFunctions.ALWAYS);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setDepthFuncEqual() {
    GL11.glDepthFunc(DepthFunctions.EQUAL);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setDepthFuncGreater() {
    GL11.glDepthFunc(DepthFunctions.GREATER);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setDepthFuncGreaterEqual() {
    GL11.glDepthFunc(DepthFunctions.GEQUAL);
    return this;
}